using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
using FuncWorks.Xna.Input;
using FuncWorks.Xna.UI;

namespace CoverFlowDemo {
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        CoverFlowSelector coverflow;
        List<Controller> controllers;

        public Game1() {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize() {
			graphics.PreferMultiSampling = true;
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent() {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            coverflow = new CoverFlowSelector(graphics.PreferredBackBufferWidth / (float)graphics.PreferredBackBufferHeight);
            coverflow.AddCover(Content.Load<Texture2D>("Board1_Cover"));
            coverflow.AddCover(Content.Load<Texture2D>("Board1_Cover"));
            coverflow.AddCover(Content.Load<Texture2D>("Board1_Cover"));
            coverflow.AddCover(Content.Load<Texture2D>("Board1_Cover"));
            coverflow.AddCover(Content.Load<Texture2D>("Board1_Cover"));
            coverflow.AddCover(Content.Load<Texture2D>("Board1_Cover"));

            coverflow.LeftStackStart = new Vector3(-1, coverflow.LeftStackStart.Y, coverflow.LeftStackStart.Z);
            coverflow.RightStackStart = new Vector3(1, coverflow.RightStackStart.Y, coverflow.RightStackStart.Z);

            coverflow.SetInitialPositions();

            controllers = new List<Controller>();
            controllers.Add(new Controller(PlayerIndex.One));
            controllers.Add(new Controller(PlayerIndex.Two));
            controllers.Add(new Controller(PlayerIndex.Three));
            controllers.Add(new Controller(PlayerIndex.Four));
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent() {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime) {
            foreach (Controller c in controllers) {
                c.Update(gameTime);
                if (c.ButtonReleased[Buttons.DPadLeft]) { coverflow.MoveLeft(); }
                if (c.ButtonReleased[Buttons.DPadRight]) { coverflow.MoveRight(); }
                if (c.ButtonReleased[Buttons.Back]) { Exit(); }
            }

        	KeyboardState keyboard = Keyboard.GetState();
			if (keyboard.IsKeyDown(Keys.Left)) { coverflow.MoveLeft();  }
			if (keyboard.IsKeyDown(Keys.Right)) { coverflow.MoveRight();  }
			if (keyboard.IsKeyDown(Keys.Escape)) { Exit(); }

            coverflow.Update(gameTime);

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime) {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            coverflow.Draw(graphics);

            base.Draw(gameTime);
        }
    }
}
